Hello Everyone!
I would like to give some of my own personal feedback about GW2’s dungeons.
First i would like to say that i don’t think the dungeons are hard, they just seem to be a monotonous “Watch your Step and Dodge AoE” repetitious time consumption. Which after a short while really kills the fun factor.
The level gap between Story Mode and Explore Mode seems to be hideous. It almost feels like if you’re not level 80 then Explore Mode is and will be a nightmare. Although not impossible just lack luster. The Mobs aren’t difficult and the strategies are pretty obvious but without a pre-made group that can effectively use combos or being level 80 it just isn’t fun.
At the Moment this games sort of has a single spec going on for dungeons. It seems like in order to be successful you need to be either Support, Util, and Tanky or a combo there of. Which really defeats the entire purpose of losing the Holy Trinity. Now i fully understand that you need to spec properly for a dungeon but i don’t feel like people who chose to play for example Melee should be punished for wanting to deal damage instead of survivability. I also feel like as long as this game was in progress of being created that these issues should of been ironed out with proper testing.
Running dungeons is NOT PUG friendly. When you have people running in different directions causing a mob or boss to lay AoE’s all over the place causing themselves or group members to get screwed really puts a flaw in the games whole dodge/avoid design. Now, YES there is SUPPOSE to be COMMUNICATION, and at most times there are but i don’t feel like you should require a guild and team speak to properly work as a team.
The Loot, i will repeat this many times…I LOVE THE LOOT SYSTEM!!! It entirely removes ninja looting. But, why give everyone their own loot to give them something that’s not usable or of white quality? Now i understand that their has to be some kind of grind factor or getting geared up would be to easy. I also realize that, unless is a bound type item, that players can trade you their loot and vise versa, but yet again this is not PUG friendly. But what the real killer is, is that after working to learn or cooperate to take down a Boss after several times consuming wipes or CP Zergs that you should feel more rewarded, other wise the fun\reward factor is demolished.
All-in-All i feel like dungeons and end-game content is a real danger to this game. The dodge/avoid idea is great but every other mmo has that too. They just don’t require an extra press of a button or animation to do it. Dodging can easily getting repetitious and the lack of structure and slight forced hand of zerging really detracts from the fun factor and sense of purpose.